Immersion in video games, creative self-efficacy, and political participation

Dalisay, F., Kushin, M., Somera, L., Forbes, A., and Kim, J. (2015) Immersion in video games, creative self-efficacy, and political participation. In: Presentations from the Association for Education in Journalism and Mass Communication Conference. pp. 1-27. From: AEJMC 2015: Association for Education in Journalism and Mass Communication Conference, August 6-9 2015, San Francisco, CA, USA.

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Abstract

Data from a cross-national survey (N = 801) of young adults in Australia, the Philippines, South Korea, and the U.S. (Guam, Hawaii, Continental U.S.) were analyzed to explore the relationships between the three subcomponents of the immersion motivation of video game play—discovery, role-play, and customization (Yee, 2006)—creative self-efficacy, and political participation. Findings reveal role-play and creative self-efficacy are positively associated with political participation; discovery and role-play are positively associated with creative self-efficacy. Furthermore, discovery, role-play, and customization had small indirect effects on political participation via creative self-efficacy.

Item ID: 44711
Item Type: Conference Item (Presentation)
Keywords: video games, creative self-efficacy, political participation
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Date Deposited: 21 Jul 2016 03:13
FoR Codes: 20 LANGUAGE, COMMUNICATION AND CULTURE > 2001 Communication and Media Studies > 200102 Communication Technology and Digital Media Studies @ 100%
SEO Codes: 97 EXPANDING KNOWLEDGE > 970120 Expanding Knowledge in Language, Communication and Culture @ 100%
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